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Adventure #17
Last Session…
he elf rogue Elgweth found himself cursed by a journal belonging to a Red
Wizard of Thay. They had just finished clearing out Wyvern Tor and were
heading to Cragmaw Castle when they decided to confront the necromancer a
second time. The necromancer, calling himself KERAPTIS, did not survive the
encounter, but the spellbook he left behind apparently belonged to the BLACK
SPIDER, the drow elf the party had killed in the Lost Mines, the same drow
that had been orchestrating the Redbrands in Phandalin and the goblins in
Cragmaw and possibly even the orcs at Wyvern Tor, all in the hopes of
salvaging the Forge of Spells. A Forge now in the possession of a maniacal
beholder mage.
The Black Spider is dead - sort of - reanimated as a zombie minion by the
beholder Xezzlomax, but the drow’s journal uncovered a new mystery that
changes everything, something about a mysterious place called White Plume
T
Mountain as the seat of the curse upon
Elgweth. Twin “K” tattoos have appeared on
the backs of both his hands and he now
possesses a supercharged Magic Missile spell in
his memory, cast at 8th level when he spends a
1st level slot, so the damage output is
devastating.
But according to the journal the tattoo is just
the first stage of a debilitating doom, one which
the Black Spider was also a victim. Vile
dreams, visions, unwanted thoughts and the
presence of another intelligence are soon to
come. How the necromancer came to be
cursed as well by “Keraptis” they don’t know,
or how he came by the journal, or how the
ogress mother of Wyvern Tor also had an
identical tattoo.
To find answers to these questions they headed
back to Phandalin to wait for Sildar Hallwinter
and the others who would hopefully return
with a regiment of soldiers from Neverwinter.
And return they did! With no less than 20
shining Neverwinter Knights in gleaming gold
chain and plate. To sweeten the deal even
further, their old companion Fyghta Wan had leveled up to 6th after being
suffused by magic from the Deck of Many Things, so he’s now technically the
strongest person in the group but relegated to purely NPC status.
The Neverwinter Knights do have a leader amongst them, not counted as one of
the twenty, by the name of Sir Gerard, but the players opt to call him
Threadbeard.
He’s a fast talking, order-spewing, hardcore drill sergeant of a man who fully
embodies all the verbal traits and idiosyncrasies of Sgt. Apone.
“Buck up, soldier! Tighten that gear!
Act like you’re a Neverwinter Knight, by
the high and mighty gods. Impress
me!”
He’s had two days on a march with
Sildar and Gundren and Fyghta Wan,
so he’s been fully briefed on everything
to expect in the Lost Mine of
Phandelver, but he still scrutinizes
Elgweth, Cora, Carp and Thorin,
making it clear that he brooks no
cowardice among his troops,
newcomers included. Well, Elgweth
isn’t too keen on being reprimanded by
this red-thread-bearded captain, Sir
Gerard (I’m just calling him
Threadbeard from now on) and the elf is quick to point out all the devastating
“clearing” they’ve already accomplished in the region, including the Redbrands
(for better or worse) and Wyvern Tor and the bugbears and such in the Lost
Mine. Grunting, Threadbeard seems pleased enough with their bravado and
backs down. He’s not a bad sort, just gruff.
The entire brigade decides to leave first thing in the morning. It’s not far to the
entrance to the mine, now that they know where it is, and if they leave at dawn
they should arrive by evening. And they highly doubt any sort of creature will
dare to confront an overland party of 27 heavily armed people.
On the way Threadbeard, Fyghta Wan, Gundren, Sildar and the PCs discuss
their plan of action. The goal is A) to secure the Lost Mine, clear out the
encroaching forces and find a way to nullify the gateway to Mideon, if it’s even
still there. They don’t know and won’t know until they get inside. It has been
nearly SEVEN DAYS since they were last here so they have no idea what to
expect. Goal B) If possible, find the Black Spider, kill him, again, and have the
cleric use SPEAK WITH DEAD to learn about the Curse of Keraptis on Elgweth.
The group arrives at the mine at dusk, finding it nestled deeply in the foothills
of the Sword Mountains, but to their surprise and dismay they see that the
entrance has collapsed under a pile of rubble.
Grunting, their resident miner and explorer Gundren
Rockseeker taps the boulders with a pick, sniffs the
dust and tastes the chalky residue with a finger.
“This weren’t natural,” he says to everyone. “They
collapsed it on purpose. They don’t want none of us
going back in!”
Well, gods-be-damned, this puts Sir Threadbeard in a foul mood and he
immediately orders his soldiers to form a line and start hauling rubble out.
“Assholes and elbows! Get to it, then. A beautiful day to be a soldier. AND
WATCH THOSE CORNERS!”
It takes two hours, but finally there’s
enough room for Carp the halfing
druid to enact a rather daring,
audacious plan – he transforms into a
mouse and slips into the tiniest crack
available, hoping to scout on the
interior before they enter in a huge
group. The digging alone has
undoubtedly attracted someone’s
attention by now.
Carp-the-mouse scurries into the tunnel with darkvision, his nose and
whiskers twitching. There IS light in the foyer, coming from a glow globe from
the end of a rod stuck into a stalagmite. He scurries a circuit around the
room, seeing the old dead dwarf here from last time, as well as the bloody, slick
bones of what looks
like might have been a
bugbear. Carp the
Mouse’s goal is pure
reconnaissance, and
he has approximately
30 minutes to get this
done before he reverts
back to his normal
shape and size, and
he doesn’t want to be
stuck in this place
alone when that
happens. He doesn’t
notice anything else in the entry foyer and scampers down the rope to the
crumbled floor and the two tunnels branching east and west.
Then he hears it.
BBBOOOOOOOOOOONGGGGGGGG…
A deep, reverberating gong-like sound echoes from the western tunnel and then
fades to nothingness. It doesn’t sound anything like the Wave Echo they heard
before. This is new. Curious, he pokes a head in but sees just dark tunnels
and he doesn’t advance that direction, opting instead to head east to where the
stirges first attacked.
The first time they were here the wide, high chamber was filled with the
desiccated bones of dwarves and orcs who died hundreds of years ago. They’re
still there, but a wide swath of SOMETHING sliding through the chamber has
pushed to the bones to the left and right. The swath of something’s passage
leads straight to the green fungus chamber, and that’s where Carp tentatively
crawls, failing to see the ROOF FULL OF PIERCERS AND DARKMANTLES…
He doesn’t enter. In fact, they’ve never entered this room, the carpet of green
fungus always intimidated them, but there’s something new here, a tall
stalagmite in the middle of the floor that Carp swears he doesn’t remember
being there. Fungus has already started growing up its sides and there’s no
evidence of anything else sliding into the room; the fungus would have already
covered it.
He also notices that the entrance on the far side has been bricked up. This is a
dead end now.
He looks in another room and sees a CHEST SITTING in the middle of the floor
that was not there previously. Strange. He backtracks and heads north,
peeking into the barrel chamber where they hid once. He sees that the door is
open and something oily and black and glistening quivers at the back of the
chamber, huddled among the barrels like some wet amoeba. Disgusted, he
leaves it alone and continues.
(Oddly enough, Googling “black pudding” reveals this unpleasant Euro treat :)
Then he hears the clacking sound. It’s from the chamber with the old dining
tables in the big, big central cavern room where there was a gaggle of ghouls
originally. The sound does not seem mechanical but rather natural or organic,
and Carp the mouse creeps forward and peeks around the corner.
A hulking black shape waits in total darkness. Two big pincers clack one after
the other, and it moves slowly around the room as if searching. To the right of
the room down the passage where they fought the Flame Skull, Carp sees it
has also been hastily bricked and mortared. Beyond the clicking, clacking
monster Carp spies a THIRD brick wall sealing off the corridor and stairs, but
this one is not complete. He knows where it leads – the Forge Room.
Carp wants to get by the thing so he scurries onto the table and knocks over
an old pewter urn draped in webs. It clatters loudly to the flagstones and the
monster pounds a wooden table out the way, lurching closer to investigate.
Carp runs past it, climbs the unfinished brick wall and enters the waterwheel
chamber.
He sees a bluish glow and hears a hum to the east where the Forge Room lies,
so creeping forward carefully, he peeks in here as well, and is somewhat
dismayed – the Eyeball Portal is right outside the Forge Room, but it’s TWICE
the size it used to be!
The door to the Forge Room is closed, and even though the PCs TOOK THE
FORGE TO THE BEHOLDER IN MIDEON, the green flame nearly sputtered out
and Gundren told them it would only work in conjunction with the Forge Room
in the mine. And then Carp the Mouse hears the thundering wave echo from
somewhere not far away in another part of the complex they never explored.
But he’s had enough. Time is running out and he wants to get back to the
others and tell them what he found.
So back he goes, dodging the big weird clacking hulk and he winds through the
corridors, and he’s about to climb up the rope to the main foyer when he hears
the sound again –
BOOOOOONNNNNNNNNNGGGGGGGGGGGG…
A deep reverberating bong, and this time he investigates. Elgweth had invisibly
mapped out these rough mining tunnels before and found several collapsed
dead ends, and it’s mostly the same this time…except for one.
One tunnel has been reopened and Carp the Mouse sees a green glow. The
tunnel slopes down into a wide, open cavern and it extends far beyond the
reach of his darkvision. He senses a wide open space and he sees another
glowing magical globe on a metal rod nearby, but this one is gonging at regular
intervals. That’s what was making the sound.
Almost like it’s deliberately trying to attract attention.
Screw that, he leaves the entry quickly, chills crawling up his furry back, and
climbs the rope to the main entrance where the soldiers have finally cleared a
big enough entrance for a human to crawl through. Carp transforms and tells
them everything he saw. But most importantly, this place is NOT empty!
There’s no sign of bugbears or goblins or drow or beholders, but there’s
something else crawling around in the darkness, and it ain’t pretty.
The PCs finally enter the mine and cross the entry chamber, but Elgweth has
no sooner set foot into the middle of the room before the the floor buckles and
curls up and clamps shut around him!
It’s a fake floor that looks exactly like a real floor, and it has him trapped,
squeezing tighter and tighter and trying to crush the life from him. Carp the
Mouse had walked right over it several times but didn’t trigger the thing, which
is some sort of flat organism with seamless, chameleon-like color and texture
control.
Elgweth manages to slip free and the heroes bombard the aberration with
attacks, soon destroying it.
The rest of the group enters the newly opened Lost Mine of Phandelver and
they take stock of the situation.
“Weapons out, boys!” barks Sir Threadbeard. Raspy clangs ensue and twenty
blades are drawn from scabbards. Four groups of five soldiers each are
formed, with Fyghta Wan, Sildar, Gundren and Threadbeard as squad leader of
each. The four PCs are a fifth squad on their own. Altogether there are 28
heavily armed people to take back the mine, and they hope that’s enough.
And then they slowly filter into the mine, Elgweth the rogue elf leading the way,
sort of, invisibly and stealthily. The trapper in the room before already
whammed him pretty bad and he’s not looking for another fight quite yet.
First things first, they return to the source of the BONGING sound and the
entrance the deep levels. Now, they’ve heard of the Underdark and they know
stories that there are deep, dark places beneath the world. This top level of the
Phandelver mine is not particularly deep, but the cavern he’s looking at now is
awash in darkness and shadows and cold, stagnant drafts.
“What can we do?” they ask Gundren, resident dwarf miner and expert. The
dwarf inspects the walls, traces a finger down the inky surfaces and tastes a bit
of dust and grime.
“We collapse it!” he says. “Bring me a barrel!”
Oh yeah, I forgot to mention, they have brought three small kegs of black
powder from Phandalin. It’s not a whole lot, but enough to cause some serious
structural damage if needed. Gundren positions the barrel in the entrance,
lights the wick, and cautions the others to stand well back.
“It’s gonna be noisy, and every critter in this damn place is gonna hear it. Get
ready for some hell…”
And then it EXPLODES.
Dust and rock and debris are flung far and wide and the tunnel collapses
again, sealing off the giant chamber beyond from the twisting corridors of the
mine. The PCs WERE going to take the glowing gong globe but it would have
required them to step into the cavern, and something about that didn’t sit well
with them. I’m sure I had nothing to do with it, eagerly holding the d20 poised
and waiting for their decision….
And Gundren was right.
Soon after they hear distant squeals and sputtering and squeaking and
scuttling. It’s not like a whole brigade of human soldiers in metal armor and
waving torches was exactly stealthy anyway, but the thunderous explosion has
spread throughout the entire complex, alerting even the most blind and deaf of
things.
Elgweth clenches his teeth and slides down a corridor. They know that the
eastern side of the mine is bricked off, he wonders if the western approach is
the same. There’s a pool room they never fully investigated, but even as he
maneuvers toward the entrance he sees a big, black, leathery cloak hanging
across the entrance. And then the cloak moves.
Wings unfurl and bony ivory claws flex and fangs glisten and a serpentine tails
whips out and seconds later the horrible thing has LAUNCHED down the
hallway, screeching right toward a bewildered soldier who barely sees it coming
out of the gloom!
Screaming, the soldier raises his sword and thrusts it into the things milky
belly. Membranous wings flutter all around him and the creature lets loose an
unnatural moan that sets everyone’s teeth on edge, but one trait the
Neverwinter Knights share in common is great bravery and they’re all able to
resist the supernatural terror. Five swords hack into the flying bat thing and
then Thorin’s hammer cracks it upside the head. Elgweth melts into the
shadows, not wanting to enter the fray, but when the thing abruptly retreats it
is downed by a spell from the cleric and crumples at the Elgweth’s feet.
I’m going to wear that sonofabitch, he thinks, admiring the leathery cloak.
But the cloaker wasn’t the only horror alerted by
the explosion. Sildar’s squad is guarding another
route (each squad was stationed to keep watch
different directions) and all of a sudden Sildar alone
sees a glimmer of motion not ten feet away.
Something invisible in the darkness is nearly on top
of them!
“LOOK OUT!” he screams.
The entire hallway is filled with a transparent,
gelatinous mass of clear ooze and it surges forward,
completely engulfing a hapless soldier while
another one is pushed away.
Ooze fills his mouth and nostrils and he helplessly thrashes inside the cube,
acidic enzymes dissolving his flesh as the others watch in horror.
“At the thing!” bellows Sildar and they start attacking, cutting out big chunks
of the thing’s clear body. Blobs of quivering jelly fall to the floor, but it’s far too
late for the soldier inside, his flesh is liquefied and all that remains is floating
armor and wet bones. The cube barrels forward, trying to engulf two more
soldiers but they’re able to dodge it. They’re finally hack the thing into so
many tiny pieces that it falls apart, but this only makes room for something
even worse to enter the hall.
A soldier’s eyes go wide as he sees another monstrosity lumber in – and he
starts gibbering, his eyes roll back in his head and he swings at an ally in total
confusion, burying a blade in his shoulder.
“What are you DOING, man?”
This foes proves to be horrific, causing confusion in everyone nearby if they
meet its gaze. Sword clatter harmlessly off a shell that is hard as platemail,
and serrated claws cleanly cut a soldier in half, his upper body still screaming
on the way to the floor as his lower torso crumples. Even Sildar is befuddled
by the things gaze, standing listlessly by as his men are butchered, and
another soldier begins banging his head into a wall. Things would DEFINITELY
have gone for the worse if the PCs were not here to turn the tide of battle.
Thorin summons a Spiritual Guardian, this time taking the form of a glowing
fist of his god. The knights do manage to land some hits on the thing and
magical attacks from the warlock, but the real killer comes when Elgweth uses
his curse spell – the Magic Missile of Keraptis.
Ten glowing darts burst from his fingertips and explode into the monster for
nearly 50 points of damage. That, combined with the other hits, is sufficient to
finally drop the horrible thing.
Carp the druid peers down at the corpse.
I’m gonna wear that sonofabitch, he thinks.
Meanwhile Elgweth checks out the pool room but doesn’t go inside. The
stairwell here is bricked up as well, so their reconnaissance of the known part
of the labyrinth is complete: the invaders from Mideon have sealed off the
Forge Room parts of the mine and tried to summon as many horrible things as
they could to populate the rest of it. First line of defense: Underdark critters,
you’re up!
Things could have gone much, MUCH worse if they weren’t here. The hulking
monster would have ripped through the soldiers like a knife through butter,
easily killing half of them. The heroes put a stop to that and there’s only 3
casualties so far.
Next stop – The Portal to Mideon and the Forge of Spells
Their goal still is to secure the mine and make sure the beholder can’t get to
the Forge. Hopefully the Forge is back in the forge room, sans beholder, but
they’re not sure.
And if they can find the Black Spider somewhere that will be icing on the cake.
Thorin the cleric has already prepared Speak with Dead and Elgweth the elf
has some questions, namely – HOW DO I GET RID OF THIS CURSE?
But the Black Spider might only create more questions than answers….